Phasing for falling down/standing up
There was an attempt to discuss this earlier, I know, but I was on four other things :) Anyway:
You fall down either during movement, when you make a bad die roll on bad footing, or in combat, when you get hit for 8 points or more. Assuming you survive, you stand up during the movement phase. As it stands, if you are knocked down in combat, only those opponents whose DX is lower than yours will get a +4 hack at you. If you stand up during the COMBAT phase of your turn, the person who knocked you down will get a +4 swing at you, which is bloody but probably not wrong. Is this what was being suggested earlier? What issues does it have? |
Re: Phasing for falling down/standing up
Hi Steve, everyone.
What I suggested before has worked very well for my campaign. These rules have been tested for years. If you fall down due to damage, you lose your option for this turn (if you have not already taken it), and stand up next turn during the action phase. If you fall down for any other reason than damage, you may stand up in the current option phase. If you have already used your option this turn, you may stand up during movement next turn. *** These rules are more complex (two paragraphs rather than one), but it makes being knocked down due to damage, deadly dangerous. But falling because of a trip, or spell, a dragon's tail sweep, is not so awful. Warm regards, Rick. |
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the only thing that bugs me a little is the advantaging of people with a lower DEX than you on the turn you fall down. It feels odd that less nimble folks would be the ones able to take advantage. But it is not a big enough bug to be worth changing the rule over. Any solution I can think of would result in a much more complicated rule for little gain. KISS - Keep It Simple Steve
Is the proposed change is to stand up during Movement Phase rather than during Action Phase? It makes sense to me that standing up would be a movement. Would a figure who stands up be able to act in the subsequent Action Phase or standing up still be their only action for the turn? Either way I think allowing the person who knocked you down to get a +4 swing at you seems realistic. |
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I think the most parsimonious solution is to declare standing up to be an action that is only permitted to combatants who move 0 or 1 hex per turn (and, obviously, who start the turn on the ground). That slots it neatly into an existing category of actions, and gives high DX foes a chance to take their shot. If someone takes the 'move 1' option, presumably that is someone rolling or crawling a meter or so as they get up.
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I can see your idea would be cleaner. But being knocked down is already pretty nasty, and more or less a recipe for a fatality. Hardly anyone gets up from it. Do you really want to make it worse?
I wonder if there's ways to make it not quite as bad. For instance, maybe any time someone gets hit they have the option to demand they be retreated straight back, as though they'd been forced to retreat. Maybe when I get knocked down I can choose to be knocked back a hex as well so others can fill the line in front of me. Maybe I don't give away the +4 until the end of the turn. And other enemies might want to advance after into the gap, if they weren't pinned. This idea would need a lot of work to clean it up to publishable quality. But I think it's worth thinking of ways to make knockdowns less fatal. |
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In Advanced Melee, you changed (I would say corrected) the rules for standing up, which is consistently represented in three places (AM page 3 stand up option, page 5 sentence 2, and page 18 Reactions To Injury). In AM, the rule is you can stand up on the turn after you fell, when your adjDX action comes up. Another change in AM is you can move one hex during the Movement Phase on a turn you are taking the option to stand up. Basic Melee/Wizard do not let you change hexes when standing up. Quote:
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A few comments on what you wrote: 1) In the previous thread, I thought you were saying if you knock down a slower foe, they can get up that same turn as their action. (That's something a player might think is true, but would be even worse.) 2) It's not quite as bloody as you just wrote. Even with the Advanced Melee version, if your adj DX is less than the foe you knocked down's adj DX, he can still get up before you will get a chance to attack him at +4. Even with the Advanced Melee version, this makes using Shield Rush, UC throw, or the Trip spell unable to let you follow up with an attack on people with higher adjDX than you. If you revert to the basic Melee / Wizard sequence where people stand up during Movement, then not only do you get the "only slower friends capitalize" bug, and the "you never get to hit the foe you knocked down while he's down" problem, but you also need to win initiative in order to get to not be immediately re-Engaged by the foe you just knocked down. By moving it to the action phase, at least you get to not be engaged by just-toppled foes during the Movement Phase. That at least makes Shield Rush, Trip, etc have some possible use even to people with lower adjDX than their targets. It also means you don't need to write on the advanced unarmed combat talents that they get the ability to enter HTH with people they throw, because they can do that during Movement against a prone opponent according to Advanced Melee. If it were me, I'd even consider making a person who has already taken their action and then later that turn gets knocked down, lose his next action during the next turn, because then even lower-adjDX figures would be able to follow up a knockdown with a +4 attack. But I've not playtested that, and it would make people lose two movement phases when they fall after having acted... unless you let them stand up as a last action of that next turn. The only disadvantages I see to using the Advanced Melee version are: 1) People who only ever used the basic Melee / Wizard version may be attached to doing it that way. 2) Some people may be unhappy to more frequently experience being killed while lying in the dirt. (There is a whole camp (of non-TFT RPG players, anyway) that doesn't like effects of injury, but I think it's a hallmark of TFT and falling down should be a big deal which has important effects, not something you take risks to achieve and then your opponent automatically undoes as the next thing that happens.) 3) Some people may see it as more complex? |
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Yeah - seems counter intuitive to me that those with lower DX would get a free shot.
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What about just making it +4 DX to hit someone who STARTED MOVEMENT PRONE? That gives every attacker a +4 and slower people won't get a +4 on the same turn someone fell down. |
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For me, working out how to knock down opponents is the most important tactical consideration in the game. If either rule for standing messed this up that would be bad, but both rules work well. I've mainly played with the "stand during movement" rule, but I'll be happy to permanently switch. |
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I listed three possible ways to see using the AM stand up sequence as negative, but I don't see any of them as disadvantages as a player myself. Just things I can imagine other players possibly not liking. Getting benefits from successful attacks (the -2 penalty and knocking them down, mainly, but also creating fallen body terrain and forcing retreats and capitalizing on not being engaged next turn) are the main ways to gain an edge in TFT. They are some of the main things that make TFT an interesting tactical game compared to other RPGs that use a map but lack suck effects. |
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In Reactions to Injury, -2 DX from 5 hits affects your next turn but falling down affects your current turn (only if you haven't yet acted) and your next turn.
I think reactions to injury should only affect the next turn. I don't know -- I think this is still whack-a-mole. Arrgh. I guess the only effective rule is you lose your action this turn if you haven't yet acted and you also lose next action's turn, just like Advanced Melee says. People standing up should act last in a turn. |
Re: Phasing for falling down/standing up
I found it weird that when you took 5 to 7 points of damage that you were immune to the stun effects until next turn.
So in my campaign, when you are stunned, it starts this turn, and lasts until the end of the next turn. If you are hit by a person with a higher speed, then you are at -2 DX for two turns. If your speed is such that you have already attacked, then the penalty is effectively 1 turn for you (unless you have to make a saving throw later in the turn for some reason). This means, having a low DX sucks. Warm regards, Rick. |
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"Standing up happens after all other actions" is an interesting idea. I am now most furiously thinking about that. What would it break?
Advanced Melee totally reorganized the list of options - most of the meaning was the same as in Melee but the presentation was completely different. I don't know if I did that myself or it was done for me. I don't think it is an improvement, and the new books will all have exactly the same option list, with asterists were needed (e.g., combat options for Wizard are still there, but starred). |
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It seemed wrong otherwise (i.e. to read it that lower-DX figures hit for 5 get to answer with an unpenalized attack at full DX), as it again gave a kind of advantage to someone with lower DX only. However we varied whether the -2 DX lasted through the next turn or not. We usually did it as you describe, Rick, where it meant figures hit before their action were at -2 DX for two actions rather than one. But sometimes we played it as "your next action" (whenever that is), which seemed a fairer from a certain point of view, and also required less memory. Also when someone was knocked down by damage, we applied the -2 to them too, so their next action would take place at -2DX slower, and if they tried to do something while prone (throw, cast, or HTH), also at -2, possibly also -3 if their ST were down to 3 or less. |
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I have been waffling on whether to change that "next turn" to "next attack." Anyone else already playing it as next attack" ?
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I would prefer 'next attack' to the current rules. (Of course I prefer the rest of this turn and all of the next... that is why it works that way in my campaign.) :-D |
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Consider, "standing up during the action phase". Enemies can strike at you with +4 DX, so unless your DX is awesome, (and that is a lot rarer in the new TFT), they will attack you first. But if you have very high DX and the enemy is wounded, and has a low DX to begin with, you may be able to stand before everyone hits you on the ground. I like rules where the behaviour is different based on the people & situation. It allows the stories generated to have more variety. (You do not want to go too complex tho.) The other key thing for me, is if you fall down due to damage, that is a big deal. I think that a person who take 8 points of damage (likely more than half their hits), should stand up slower than someone who stumbles because of a trip spell. See my short post at the top of this thread for how I do it. Warm regards, Rick. |
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* Figures who fall before other foes act will be prone for two of those foes' actions before they can get up. (Compared to the AW sequencing, where that could still happen, but only from foes who were slower than the one who knocked them down, but faster than the victim - however the victim is at -2 or -5 DX that turn, so that's liable to be many of the foes). * Faster fighters who fall will no longer will enjoy the ability to get up before the person who hit them gets to act again. * As Rick just pointed out, IF you're playing that the +4 DX for attacking prone targets speeds up when an attack occurs (which we usually did NOT do, as it seems slightly illogical and also greatly complicates the sequence of play), then it's unlikely someone knocked down is going to be faster than their attacker (we played that they'd be at -2 at that point, and probably another -3 if they are down to ST 3). * It's sort of more interesting if it as in AM, because then adjDX has an effect on when you get up. But part of that interestingness is annoying to slower characters. Again, how annoying to them that is might depend on which DX modifiers you include as affecting the sequence. And, one person's annoyance may be their foe's delight, though in general high-DX gets many advantages. [LIGHT HOWITZER] Another (fairer? more equal, anyway) sequencing might be to have people get up at the action point (adjDX) of the attacker when they knocked them down the previous turn, but that's a notch or two of sophistication above most TFT rules. [/LIGHT HOWITZER] |
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(For us, not seeming to make sense was always taken as grounds for "the rule must be wrong" and changing it.) |
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Maybe just change stand up to mean you give everyone a bonus on you until we are at the same position in the turn, next turn, as when you fell down. If you fell during movement you are considered standing after movement next turn. If you got knocked down after DX count 13, then you are considered standing up after DX count 13 the turn after. Everybody gets to take an action and only one action (including the one that knocked you over) and your action is spent standing up (but with a delay).
In practice not so hard to keep track of. The big dude with a battle axe knocked me down. After he acts next turn I am on my feet again. The only problem I can see is if I fall during movement where we went last and next turn we go first. But that can be ruled as. If I already lost one movement due to enemies, then I can take the next turn movement, but if I screwed up during my own movement, I will lose one more. |
Re: Phasing for falling down/standing up
^ Yes, that's what I meant by:
[LIGHT HOWITZER] Another (fairer? more equal, anyway) sequencing might be to have people get up at the action point (adjDX) of the attacker when they knocked them down the previous turn, but that's a notch or two of sophistication above most TFT rules. [/LIGHT HOWITZER] It seems easy enough to you and me, though I wonder (?) if others might dislike the "complexity"? It isn't just a matter of remembering who knocked you down, as DX adjustments can throw that off. It's more like, it was either during Movement, or at adjDX 11 or 13... again, I can handle that easily, but there's a line somewhere where some players start saying rules are too complex (which often surprises me where that point is). |
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But if I wanted a simple system: I would go with the same rule for both -3 DX and Knock Down. It last until the end of the next turn. But then all effects should last to the end of the turn, spells that are not payed for included. A sort of mop up phase. |
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No solution is perfect because the turn sequence is unavoidably artificial. I'd prefer the solution that is the best for game balance. |
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We interpreted the intent of the penalty to mean: "Lose your next Action Phase."
That way regardless if a figure knocked down before or after that figure's action phase, that figure will only suffer the loss of 1 Attack Phase; and not 2 due to timing which crosses over two combat turns. JK |
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In contrast, the new 'stand after all actions' adds another phase to the turn. Does it come before or after forced retreats? eg Figure X is knocked down Turn 1 after taking his action. On turn 2, X gets hit again by Y (not too hard!), and after all other actions X stands up. Can X now be force retreated? So now to accommodate increased kicking while down, a new phase has to be added to the turn. Either: Initiative, Renew Spells, Movement, Actions, Forced Retreats, Standing Ups Or Initiative, Renew Spells, Movement, Actions, Standing Ups, Forced Retreats Also, 'stand after all other actions' would need to add rules to be clear in what order figures stand up, as it could affect engagement possibilities in the event of multiple figures taking this option. |
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This to me seems to be the key-question of interpretation which so many GMs cannot seem to agree on. JK |
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I agree. But interesting enough, the rules in early Wizard are as clear as can be on this point (explicitly you stand during move phase, take no other action), and ironically it is the later AM where things don't seem to be specified at all clearly.
But my main point is that the new proposal that SJ was furiously considering ('stand after all other actions') has some drawbacks in complicating the rules as a whole, as it introduces another phase to the turn, which must be situated either before or after forced retreats, and the new phase in itself requires further detail about order of actions within it. That particular option for standing just doesn't seem worth it IMO. |
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OLD TFT RULES: I see standing up as a posture change that happens during movement. However, if you are knocked down the rules require you to lose an option. (No staying on the ground and crawling, firing a crossbow prone, or disbelieving for example.) So if you have a prone figure, you need to remember if they were knocked down from damage last turn. If not, they can take options while on the ground, if they have been knocked down from damage, they can only stand (or stay down) taking no other options. MY RULES: In my campaign, I say that if you are prone for ANY reason other than falling from damage, you can stand up during movement. (If you end up on the ground after movement, you can stand up as your option, if you have not taken your option yet.) However, if you have fallen because of damage, you are sufficiently stunned that you may not rise during movement but stay on the ground and can only rise during your option phase. Since people get +4 DX attacking you on the ground, you are likely in a lot of trouble. I like this. If you are in a 1 on 1 fight, and the enemy knocks you down, she will get one hit on you prone, unless your DX is MUCH higher than hers. This seems natural to me. Warm regards, Rick. |
Re: Phasing for falling down/standing up
Hello Rick,
Distinguishing falling from damage as opposed to falling from Trip, terrain, etc seems perfectly reasonable, although we use the 'stand-during-movement' rules for everything. I wouldn't mind using 'stand-during-action' for everything either. And your rule also sounds very playable to me, maybe we'll try it sometime. What I don't like, on reflection, is a new 'standing up' phase after Actions, and either before/after Retreats. Anyway, one thing to possibly consider with your rule, or any 'stand-during-action' version, is whether a figure that takes more than 8 or more damage should be stunned as well as knocked down. If so, not only do foes get +4 to hit while the fighter is down, but the fighter falling from damage (but not tripping etc) will be stunned from the hit and suffering a further -2 DX. This is if you play 5+ damage gives -2DX to next action as opposed to next turn, which seems to be what most people do. |
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Thanks for the kind words. I do not have any special phase for standing, it happens in movement (normally), or during the option phase as your option (rare, except for knock downs). I never understood the half turn delay before you are shocked by taking heavy damage, so in my campaign if you take 5 or more points of damage, you are at -2 DX for the rest of the turn where you were hit, and all of the next turn. Thus for low DX figures, it is possible to be at -2 DX for two actions. (Sucks to have a low DX.) Yes, if you are knocked down you are at -2 DX (for shock), and the enemy hits you at +4 DX (for being on the ground). It is very rare for someone to fall from damage and be able to stand before the enemies beside them get in more hits. My players REALLY dislike being knocked down in combat so they strive to get lots of armor. Which feels very realistic to me. Warm regards, Rick. |
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My solution around that timing issues *has always been* that a knocked down figure who wishes to stand, loses *one* Movement Phase, and, *one* Action Phase, to do so - *regardless of the order these phases are missed in*, or if these missed phases cross-over from one turn to the next turn. In short, the cost to stand is one movement phase and one action phase; or one action phase and one movement phase - either way, it sums to the lose of one "5 second turn" of time - regardless of the actual timing or sequence of phases. The short example of this would be: If, on turn #1, a figure is knocked down after he moves, *but before he can act this turn*, he will miss his pending Action Phase this turn. End turn #1. On turn #2 he misses his Movement Phase, but when his #2 Action Phase comes up, he is considered *standing* and may attack normally - having missed exactly one complete Movement Phase, and exactly one complete Action Phase, totaling 5 seconds of time; regardless of the order the phases occurred in, and were split between two different turns. The net result is, it took him 5 seconds worth of time to stand, and he could not move nor take any other action during that time. With no added external "house keeping" phase required. JK |
Re: Phasing for falling down/standing up
I think I'd rather just always treat standing up as a movement, equivalent to moving over half your MA and thus preventing you from acting on the turn where you stood up. Keeps it simple.
If you want to make taking massive blows and getting knocked down even worse than it already is, then maybe say that you're stunned and unable to move or act for one turn, but may stand up (or act while prone) on the next turn. In that case, I do like the idea of giving figures falling due to massive damage the option to stagger one hex backwards as they fall (a la Shield Rush), so that their allies have a chance to step into the breach and buy them a chance to survive. |
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Do people who fall get the choice of which hex they can lurch into or do you mean literally, backwards in to their rear hex? I kinda like your suggestion of 'staggering', and I'm thinking of trying it out. Warm regards, Rick. |
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Advanced Melee says standing up is an Action done in adjDX order, and allowing one hex of movement during the movement phase. Quote:
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Advanced Melee has figures take a stand option which takes effect at their adjDX point. Quote:
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Do you have restricted options after falling from damage.
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Thanks for the heads up. I have played it our way for so long, that I'm not sure what was written in which rule book. (They blended together.) As for what is said in your quote above.. two points: -- There are ways of falling that don't use up your option (see the Trip spell for example). So you could hit the ground then disbelieve or cast a spell that turn if you hadn't taken your option yet. -- Reactions to Injury on page 18 of AM, says that you can do nothing NEXT turn except stand or stay down. (Emphasis added.) So saying that if you drop prone this turn, then you can't do anything this turn, does not address my point about how you fell. *** For example: You drop prone this turn. (You are not allowed to do anything else this turn.) But next turn you could stay on the ground and cast a spell. But if you were hit this turn and took 8 points of damage, you fall (losing your action if you had not taken it). Next turn, you are not allowed to cast a spell. You can only stand up or stay down. (Also on page 18.) So you do need to keep track of if you fell from damage in the old TFT rules. Warm regards, Rick. |
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Practically every place I know of that says anything in detail about what falling down means mentions not being able to do anything else that turn, even when intentionally dropping (which seems clearly would be no more disruptive than falling accidentally or being tripped, no?). If Trip (or anything else) were an exception to what falling down means, I'd think it would/should mention that. Quote:
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In terms of which hex they fall into, I hadn't thought that hard about it. My first instinct is to let the falling figure choose. |
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